#include "v4k.h" int main() { // create the window window_create( 0.75f, WINDOW_MSAA8 ); // create camera camera_t cam = camera(); // load video, RGB texture, no audio video_t *v = video( "pexels-pachon-in-motion-17486489.mp4", VIDEO_RGB | VIDEO_NO_AUDIO | VIDEO_LOOP ); video_seek(v, 30); // load texture texture_t t1 = texture("kgirl/g01_texture.png", TEXTURE_RGB); texture_t t2 = texture("matcaps/material3", 0); // load model model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS); model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS); // spawn object1 (diffuse) object_t* obj1 = scene_spawn(); object_model(obj1, m1); object_diffuse(obj1, t1); object_scale(obj1, vec3(3,3,3)); object_move(obj1, vec3(-10+5*0,0,-10)); object_pivot(obj1, vec3(0,90,0)); // spawn object2 (matcap) object_t* obj2 = scene_spawn(); object_model(obj2, m2); object_diffuse(obj2, t2); object_scale(obj2, vec3(3,3,3)); object_move(obj2, vec3(-10+5*2,0,-10)); object_pivot(obj2, vec3(0,90,0)); // spawn object2 (video) object_t* obj3 = scene_spawn(); object_model(obj3, m1); object_diffuse(obj3, video_textures(v)[0]); object_scale(obj3, vec3(3,3,3)); object_move(obj3, vec3(-10+5*1,0,-10)); object_pivot(obj3, vec3(0,90,0)); // create point light light_t* l = scene_spawn_light(); light_type(l, LIGHT_POINT); while(window_swap() && !input(KEY_ESC)) { // draw environment viewport_color( RGB3(22,22,32) ); ddraw_grid(0); // update video video_decode( v ); // update light position light_teleport(l, cam.position); // draw scene scene_render(SCENE_FOREGROUND|SCENE_BACKGROUND|SCENE_UPDATE_SH_COEF); // fps camera bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); vec2 mouselook = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active); vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed); camera_move(&cam, wasdec.x,wasdec.y,wasdec.z); camera_fps(&cam, mouselook.x,mouselook.y); window_cursor( !active ); } }